Another thing I would like to mention is roughness. I'm doing some quick comparisons to GGX in modo and v-ray, and your roughness values don't seem to match
eg. 40% roughness in modo GGX and 0.6 glossiness (the inverse) in v-ray GGX, look the same as eachother, but Octane's GGX does not match them
This means roughness textures will produce different results between render engines.
I have to wait till we get 3.08 for modo so I can do direct comparisons. In the past, the modo plugin used a formula to convert modo GGX roughness to an approximate Octane roughness eg. (ggx roughness * 2) * 2
We now need to figure out another formula for Octane GGX. It would be much better if your GGX roughness just matched the other applications.
EDIT: I seem to remember something in previous conversations, about Disney remapping GGX roughness. Found it on pg 15
https://disney-animation.s3.amazonaws.c ... tes_v2.pdf
"For roughness, we found that mapping (a = roughness^2) results in a more perceptually linear change in the roughness."
I'm not a programmer, but maybe this means something to you guys
